This #PasokonSunday, it's a PC-88 golf game couple: Computer the Golf & Golf Island!
With the former's English fan patch from @GeofrontTeam, it's never been easier to experience Falcom's pre-Ys/-RPG period, let alone Tecno Soft's early PC games. It's digital golf for the masses!
I know, neither look as exciting as Shin Sex 2: The Sequel to the Motion Picture, but look at it this way:
Falcom & Tecno Soft got folks skipping the golf club a year before Nintendo. Why spend possibly *millions* of yen on a club membership when a PC & game went for way less?
If anything, Nintendo's Golf from 1984 owes part of its design to earlier J-PC golf titles like these. Satoru Iwata was still making PC games up through '83, after all, & he's the coder behind so many early Famicom releases.
Both games would have been very appealing until then.
Computer the Golf, a tape game packed in an unassuming box, offers 9 holes & all your typical clubs, hazards, & random wind/slope patterns. It's also got a cute caddy & avatar animated throughout, limited as it looks.
For being one programmer's hobby project, it's quite a play!
Compared to Falcom's pre-Dragon Slayer slate, this little golf reel plays much better than usual. I'd rather try another round of this than, say, Private Stripper or their few early wargames
Golf Island's in a similar spot, with Tecno Soft hitting their stride about a year later
Like Falcom, Tecno Soft started out as a computer & electronics shop, the former in Tokyo & the latter in Sasebo way down south. These smaller sports games from one-time developers were normal for the time, a trend you'd see with Hudson & ASCII tape/disk releases from back then.
Norihiko Yaku coded Computer the Golf and seems to lack any staff credits in future Falcom titles. Golf Island's creator, "T. Terao", has just as little notability. Meanwhile, wunderkinds like Yoshio Kiya & Kotori Yoshimura would soon come to define both studios' early output.
Nonetheless, these unknown creators' golf romps lasted on the market longer than most similarly simple pre-'84 games. But how?
The simple answer: golf in Japan was expensive. Very expensive (and mostly still is).
Beyond costly daily plays, club memberships skyrocketed in price.
The nascent real estate bubble economy boosted conspicuous hobbies & consumption, and there was little more prestigious to own than access to exclusive greens.
It wouldn't be long before club memberships were valued high enough to need bank loans, or trade as commodities.
So, in an era of rapidly unaffordable amateur golfing, digital golf became a lot more relevant.
Early golf game experiments on TV Pong consoles, Atari boxes, & kit PCs like NEC's TK-80/Sharp's MZ-80 paved the way for Computer the Golf, Golf Island, & other BASIC-coded examples!
Golf Island, for example, is already a nice improvement over Falcom's competitor in some key ways.
You can swap clubs before you swing, as well as compare average shot distances per club. The game randomizes hazard placement across runs, & your power bar moves slow & precise.
Both titles handle putting in a less than stellar way, using the wind indicator to show slope. Precise putts are difficult w/o an angle ruler, too.
NES Golf later indicated slope with chevrons on the map, let alone its two-step power bar which simulated swinging more accurately.
While Computer the Golf came with a bit more personality thanks to the cartoony animations, Golf Island is a more complex, more austere game.
Meanwhile, T&E Soft was experimenting with golfer-view simulation that same year, predating their famous 3D golf titles from the '90s.
Golf Island was the only one of the bunch to get an expansion, adding 4 whole new courses. The main game & expansion got a well-valued rerelease as Golf Island Special in '84, by which point Tecno Soft's blazing hot Thunder Force & Plazma Line were dominating the line-up.
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On a technical level, Sorcerian is still impressive for such limited hardware. PC-88 scrolling is no joke!
This article from the doujin disk PC88 Game World (preserved by @gamepres) goes into further detail about every known trick Yoshio Kiya & co. used: gamepres.org/pc88/library/1…
I've been skimming through LOGiN Magazine's Dec '87 issue and it's chock full of Sorcerian love, with a 4-page preview & plenty of ad space.
The '87 holiday season was flush with heavyweights beyond Falcom (Reviver, War of the Dead, Daiva, Testament, etc.), but few as prominent.
Very cool video as expected. I knew Possessioner was underwhelming vs. its Western reception based entirely on said GIFs & music, but I didn't think it was *this* flawed.
If anyone asks why I'm so picky with covering ADVs/proto-VNs for any J-PC...well, this kind of game is why.
Possessioner, meanwhile, uses sex scenes much less for characterization & much more for fetishization. Beyond just male gaze, they actively waste the potential romantic dynamics between characters.
By contrast, Jewel teases nudity with thematic purpose, not just to objectify.
NHK recently aired a feature about Brother's '80s & '90s "black company" years, starring subjects like their iconic Takeru floppy software vending machines.
It's funny that Brother considers this era their "black" period, as if legally rewriting user floppies was/is dubious.
Brother's R&D team came up with Takeru in the early-'80s as a way to reuse excess disk stock from other products. It never made as much profit as the company desired, but Takeru ATMs remained in operation well into the '90s. They were home to many doujin/eroge titles as a result.
While this meant some J-PC games got commercial distribution when they otherwise wouldn't have, it's also increasingly hard to find & preserve Takeru exclusives due to how often disks got overwritten.
Brother also had to deal with pirating/counterfeiting of Takeru disks, too.
So, whenever talk about Tower of Druaga's community guides from the '80s comes up, I struggle to find good primary sources for that trend. After all, either arcades trashed those books/boards years after Druaga's peak, or they became private heirlooms.
Another example, this time for the console ports. It's neat how this game, with all its inscrutable traps & tricks, spawned a grassroots strategy guide scene. (Arguably less cool how it heralded an age of games only fun when using said strategy guides.)
This user points out the ubiquity of similar guides anywhere you'd find a Druaga cab, even ones in English! It's this "help a stranger help you" attitude, predating the Web even, that influenced the Souls series & others with similar kinds of mysteries.
This #PasokonSunday, it's time for PC-98 recommendations charts!
It's been forever since I promised these, but they're finally happening. 5 infographics, 84 selections, 12700069420 hours in MS Paint.
So many games you can pick up & try right now, listed with icons & quick info!
Pt 2: action, xRPGs, and shooters!
Quick facts on these reccographics:
•Nearly all games are SFW
•Most games require relatively little set-up thanks to pre-made images/emulators
•Twitter's crop changes probably messed up how these look—apologies in advance
Spread 'em around!
My usual emulation path:
•Windows users can buy some games from @project_egg & emulate that way
•RetroArch now has solid PC-98 emulation via Neko Project II—you’ll need to find ROM/font files and the games somewhere on Internet Archive
•Archive also has a Neo Kobe emulator pak
This #PasokonSunday, let's de-stress with some Metal Force on PC-98!
This vertical STG from CHIME nails the bread-and-butter aspects of J-PC doujin shooters--more polished than usual.
-Great BGM from KID (of Final Crisis fame)
-Fun boost/weapon systems
-Smooth difficulty curve
YouTube longplay for Metal Force butchers its resolution/video quality, so I'll upload the lengthy intro here for now.
Though published by eroge firm Youentai, Metal Force's the work of a rather unknown studio called CHIME; its developers might have helped develop Final Crisis.
As KEYNES BLACK, a typical arcade sci-fi ace dude, it's on you to stop an enemy invasion of Earth.
Macross-like story aside, expect a robust vertical STG with audiovisuals pushing the PC-98's limits. Its composer, Daisuke Takahashi (KID), also worked on Final Crisis!